Second attempt at V4a afterceec3bc4was reverted at9aaf97e7for losing world multisampling and a 334-file scope explosion. This lands the same functional slice with a much smaller footprint and the two structural fixes the revert postmortem (docs/plans/2026-07-27-vulkan-campaign.md SS7.1) called for. What moved onto the RHI: - TextRenderer: the ui_text shader now compiles through IGpuDevice.CreatePipeline (one IGpuPipeline, replacing the old hand-rolled Shader class); its three fence-buffered per-flight VBOs are gone in favour of a per-IGpuFrame ring allocation per draw bucket; its 1x1 white fill texture is created via IGpuDevice.CreateTexture and registered into the device's texture table. Flush keeps TextRenderGlStateScope and the manual GL disable block verbatim (TextRendererFailureSafetyTests pins their literal presence) alongside the new pipeline bind - both target the identical final GL state, so this is redundant, not contradictory. Sprite/font texture binding stays classic (glActiveTexture/glBindTexture) because DrawSprite receives arbitrary externally-owned GL texture names from dozens of UI call sites outside this slice's scope; IGpuPassEncoder has no verb for that, by design (every other RHI consumer samples through the bindless texture table). - BitmapFont: the stb-baked R8 atlas is created/uploaded through IGpuDevice.CreateTexture; TextureId stays a raw GL name extracted from the IGpuTexture, since its only consumer is TextRenderer's classic path above. - DebugLineRenderer: the debug_line shader compiles through IGpuDevice.CreatePipeline (LineList topology, depth disabled); Flush ring- allocates its vertex data and draws through IGpuPassEncoder. uView/uProjection don't fit the shared GpuPushConstants block (one combined VP matrix) so they are set directly on the pipeline's compiled program, mirroring TextRenderer. - TextureCache: GetOrUploadRenderSurface and the public UploadRgba8(byte[],...) wrapper now create IGpuTexture+GpuTextureSlot internally, extracting the raw GL name for their unchanged uint return type - DrawSprite's signature and its 16 call sites across the UI are untouched. The world-material path (GetOrUpload, the raw layer-array upload) is untouched. - UiViewport: TextureHandle (uint) -> TextureSlot (GpuTextureSlot), resolved back to a raw GL name via TextRenderer.ResolveExternalTextureSlot at draw time. Its texture is produced by PaperdollViewportRenderer/ PrivateEntityViewportRenderer, both still raw GL until V4g, so RetailPaperdollFrameView/RetailCreatureAppraisalFrameView register it through the pre-approved GlGpuDevice.RegisterExternalColorTexture transitional seam (campaign doc SS7.1's final paragraph) instead of inventing anything broader. The two revert-postmortem fixes, both in Gpu/Gl (never in the pinned Gpu/ contract): - GlGpuDevice.BeginPass now resets the render-state cache unconditionally on every pass, not only a clearing one. The first attempt's crash came from exactly this gap: a raw-GL renderer running between two RHI passes changes GL program/blend/depth/cull state the cache never observes, so a later BindPipeline skipped re-issuing glUseProgram and the following push-constant upload threw GL_INVALID_OPERATION. - GlGpuPassEncoder now captures ambient GL capability state (program, VAO, array buffer, texture0 binding, depth test/write/func, blend enable+func, cull enable+mode, front face, alpha-to-coverage, multisample) on construction and restores it on Dispose, generalizing what TextRenderGlStateScope already did for TextRenderer specifically to every RHI pass - this is what stops DebugLineRenderer's pipeline bind (which has no scope of its own) from leaking state into the next raw-GL renderer. Both are marked transitional, deleted at V4h once nothing raw-GL remains. Frame lifecycle (additive, per the task's own description of this piece): new GpuDeviceFrameLifetime wraps IGpuDevice.BeginFrame()/IGpuFrame.End() and exposes the open frame via ICurrentGpuFrameSource. RenderFrameOrchestrator's IRenderFrameLifetime now routes through this wrapper instead of calling GpuFrameFlightController directly - GlGpuDevice.BeginFrame already calls straight through to that same controller, so the fence/slot-rotation contract is unchanged; the wrapper only additionally yields the IGpuFrame ported renderers need. No clears moved, no framebuffer binding changed, frame-graph phase order is untouched. The two now-dead per-slot TextRenderer.BeginFrame(int) calls in RuntimeRenderFrameBeginResources are removed. The UI Studio (RenderBootstrap/StudioWindow) gets its own independent RHI device+lifetime, mirroring the production composition. Real bug found and fixed while exercising this for the first time: both BitmapFont and TextureCache's nearest-filter override called TexParameter AFTER RegisterTexture, which made the bindless handle resident - GL_ARB_ bindless_texture forbids modifying a texture's parameters once its handle is resident, so this threw GL_INVALID_OPERATION building the retained UI's own TextRenderer. Fixed by moving both TexParameter blocks before RegisterTexture. Scope note: touches 25 files (24 modified + this commit's one new file), not the ~10 the brief estimated, because the frame-lifecycle wiring and the viewport escape hatch (both explicitly asked for) ripple through five composition files and two frame presenters that thread IGpuDevice/ ICurrentGpuFrameSource to construction sites. No file outside that necessary set was touched: no visibility sweep beyond the specific constructors/ properties whose new parameter types are internal (TextRenderer/BitmapFont/ DebugLineRenderer/UiHost's constructors, TextureCache's otherwise-orphaned convenience overload, UiViewport.TextureSlot), no world-mesh/terrain/particle/ sky file touched, no test deleted or weakened - three source-text conformance tests (TextRendererPublishesEveryConstructorResourceBeforeLaterGlWork, GlTextureOwnershipTests' TextRenderer.cs check, and RenderFrameResourceControllerTests' frame-order check) were replaced with equivalent assertions against the new construction/wiring shape, since their pinned invariant was specifically the old raw-GL shape this slice legitimately replaces. Gates: - dotnet build -c Release: 0 warnings, 0 errors. - dotnet test tests/AcDream.App.Tests -c Release: 3,843 passed / 3 skipped - exactly the baseline. Complete solution: 8,906 passed / 5 skipped across all nine test projects. - Offline pixel gate (tools/run-offline-pixel-gate.ps1, parenta97e04aevs this commit): 26 differing pixels of 563,200 compared (fraction 4.62e-05), pass against the 0.001/563-pixel threshold. Verified against a same-commit control (two captures at this commit differ by 20 pixels) rather than accepted at face value - the two numbers are in the same band, confirming this is normal animated-content/frame-pacing noise and not the systematic silhouette-edge loss (1,791 pixels, 224x higher) the first attempt's revert diagnosed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
195 lines
6.6 KiB
C#
195 lines
6.6 KiB
C#
using AcDream.App.Rendering;
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namespace AcDream.App.Tests.Rendering;
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public sealed class RenderFrameResourceControllerTests
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{
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[Fact]
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public void Prepare_runs_begin_clear_and_live_in_order_for_one_gpu_slot()
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{
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List<string> calls = [];
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var clearResult = new RenderFrameFoundation(
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PortalViewportVisible: true,
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Sky: default,
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Atmosphere: default);
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var slots = new AdvancingSlotSource(2);
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var controller = new RenderFrameResourceController(
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slots,
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new RecordingBegin(calls),
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new RecordingClear(calls, clearResult),
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new RecordingLive(calls));
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controller.Prepare(new RenderFrameInput(1d / 60d, 1280, 720));
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Assert.Equal(["begin:2", "clear", "live:2"], calls);
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Assert.Equal(1, slots.ReadCount);
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Assert.Equal(clearResult, controller.Foundation);
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}
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[Fact]
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public void Required_phase_dependencies_fail_fast()
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{
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var slots = new AdvancingSlotSource(0);
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var begin = new RecordingBegin([]);
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var clear = new RecordingClear([], default);
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var live = new RecordingLive([]);
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Assert.Throws<ArgumentNullException>(() =>
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new RenderFrameResourceController(null!, begin, clear, live));
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Assert.Throws<ArgumentNullException>(() =>
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new RenderFrameResourceController(slots, null!, clear, live));
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Assert.Throws<ArgumentNullException>(() =>
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new RenderFrameResourceController(slots, begin, null!, live));
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Assert.Throws<ArgumentNullException>(() =>
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new RenderFrameResourceController(slots, begin, clear, null!));
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}
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[Fact]
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public void Production_begin_resources_preserve_the_exact_frame_order()
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{
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string source = ResourceSource();
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// Campaign V slice V4a: the world-HUD and retained-UI TextRenderers no
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// longer take a per-slot begin call — they now read the shared
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// IGpuFrame ring reset once per frame by IGpuDevice.BeginFrame() (see
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// GpuDeviceFrameLifetime), so _worldText/_uiText are gone from this
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// sequence.
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AssertAppearsInOrder(
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source,
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"_textures?.BeginCompositeTextureFrame();",
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"_textures?.TickCompositeTextureCache();",
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"_dispatcher?.BeginFrame(gpuSlot);",
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"_environmentCells?.BeginFrame(gpuSlot);",
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"_portalDepth?.BeginFrame(gpuSlot);",
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"_clip?.BeginFrame(gpuSlot);",
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"_terrain?.BeginFrame(gpuSlot);",
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"_lighting?.BeginFrame(gpuSlot);");
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Assert.DoesNotContain("_profiler.FrameBoundary(", source);
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}
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[Fact]
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public void Production_live_preparation_publishes_meshes_before_reveal_and_particles()
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{
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string source = ResourceSource();
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AssertAppearsInOrder(
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source,
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"_meshes?.Tick();",
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"_worldReveal?.PrepareAndEvaluate(revealCell);",
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"_particles?.BeginFrame(gpuSlot);");
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}
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[Fact]
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public void Production_clear_phase_preserves_atmosphere_and_gl_state_order()
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{
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string source = ResourceSource();
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AssertAppearsInOrder(
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source,
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"bool portalViewportVisible = _portal.IsPortalViewportVisible;",
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"_particleVisibility.Reset();",
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"SkyKeyframe sky = _worldTime.CurrentSky;",
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"AtmosphereSnapshot atmosphere = _weather.Snapshot(in sky);",
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"_frameGlState.RestoreFrameDefaults();",
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"_gl.Clear(",
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"_diagnostics.EmitGlStateTripwireIfChanged(");
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}
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[Fact]
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public void Weather_frame_clock_advances_only_after_the_weather_tick()
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{
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var controller = new RenderWeatherFrameController(
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new AcDream.Core.World.WorldTimeService(
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AcDream.Core.World.SkyStateProvider.Default()),
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new AcDream.Core.World.WeatherSystem());
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controller.Tick(0.25d);
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controller.Tick(0.5d);
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Assert.Equal(0.75d, controller.ElapsedSeconds);
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AssertAppearsInOrder(
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ResourceSource(),
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"_weather.Tick(",
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"nowSeconds: _elapsedSeconds,",
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"_elapsedSeconds += deltaSeconds;");
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}
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[Fact]
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public void Login_state_is_latched_by_the_shared_player_mode_source()
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{
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var mode = new AcDream.App.Input.LocalPlayerModeState();
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var live = new AcDream.App.Rendering.RenderLoginStateSource(
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liveMode: true,
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mode);
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var offline = new AcDream.App.Rendering.RenderLoginStateSource(
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liveMode: false,
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mode);
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Assert.True(live.IsWaitingForLogin);
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Assert.False(offline.IsWaitingForLogin);
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mode.ChaseModeEverEntered = true;
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Assert.False(live.IsWaitingForLogin);
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}
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private static string ResourceSource() => File.ReadAllText(Path.Combine(
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FindRepoRoot(),
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"src",
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"AcDream.App",
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"Rendering",
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"RenderFrameResourceController.cs"));
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private static void AssertAppearsInOrder(string source, params string[] needles)
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{
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int cursor = -1;
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foreach (string needle in needles)
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{
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int next = source.IndexOf(needle, cursor + 1, StringComparison.Ordinal);
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Assert.True(next >= 0, $"Missing expected source fragment: {needle}");
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Assert.True(next > cursor, $"Out-of-order source fragment: {needle}");
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cursor = next;
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}
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}
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private static string FindRepoRoot()
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{
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DirectoryInfo? directory = new(AppContext.BaseDirectory);
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while (directory is not null)
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{
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if (File.Exists(Path.Combine(directory.FullName, "AcDream.slnx")))
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return directory.FullName;
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directory = directory.Parent;
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}
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throw new DirectoryNotFoundException("Could not find AcDream.slnx.");
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}
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private sealed class AdvancingSlotSource(int firstSlot) : IRenderFrameSlotSource
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{
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public int ReadCount { get; private set; }
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public int CurrentSlot => firstSlot + ReadCount++;
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}
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private sealed class RecordingBegin(List<string> calls) : IRenderFrameBeginResources
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{
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public void Begin(int gpuSlot) => calls.Add($"begin:{gpuSlot}");
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}
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private sealed class RecordingClear(
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List<string> calls,
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RenderFrameFoundation result) : IRenderFrameClearPhase
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{
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public RenderFrameFoundation Clear()
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{
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calls.Add("clear");
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return result;
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}
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}
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private sealed class RecordingLive(List<string> calls) : IRenderFrameLivePreparation
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{
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public void Prepare(int gpuSlot) => calls.Add($"live:{gpuSlot}");
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}
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}
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